I'm using glDrawArraysInstanced to draw multiple instances of a tree at different positions to generate a forest. Is there a way to draw selected instances? For example: I got 100 trees with ...
I'm trying to get the basics of instancing in OpenGL 3.3 and failing miserably. I'm starting with the Jason McKesson's Depth Buffering tutorial, then modifying it so that only the ...
I am trying to render some trees with instancing. This is rather weird, but before sleeping yesterday night, I checked the code, and it was in a running state, when I got up this morning, it is ...
I don't understand exactly how batching works. What I have understood: Batching is useful to regroup similar elements together and draw them in one draw call (performance++), currently drawing an ...
I have some code that loops through a set of objects and renders instances of those objects. The list of objects that needs to be rendered is stored as a std::map>, where an object of class ...